﻿/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.1
 * 
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to install, execute and perform the Spine Runtimes
 * Software (the "Software") solely for internal use. Without the written
 * permission of Esoteric Software (typically granted by licensing Spine), you
 * may not (a) modify, translate, adapt or otherwise create derivative works,
 * improvements of the Software or develop new applications using the Software
 * or (b) remove, delete, alter or obscure any trademarks or any copyright,
 * trademark, patent or other intellectual property or proprietary rights
 * notices on or in the Software, including any copy thereof. Redistributions
 * in binary or source form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

/*****************************************************************************
 * Constrained Camera created by Mitch Thompson
 * Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/

using UnityEngine;
using System.Collections;

public class ConstrainedCamera : MonoBehaviour {
	public Transform target;
	public Vector3 offset;
	public Vector3 min;
	public Vector3 max;
	public float smoothing = 5f;
	
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void LateUpdate () {
		Vector3 goalPoint = target.position + offset;
		goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
		goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
		goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);

		transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
	}
}
